refactor state management and input handling into separate classes

This commit is contained in:
2026-02-21 22:00:33 +01:00
parent f8fe9e35d6
commit 0d3913e27e
11 changed files with 452 additions and 326 deletions

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@ -14,6 +14,8 @@ add_executable(masssprings
src/renderer.cpp
src/mass_springs.cpp
src/klotski.cpp
src/state.cpp
src/input.cpp
)
target_include_directories(masssprings PUBLIC ${RAYLIB_CPP_INCLUDE_DIR})

43
include/input.hpp Normal file
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@ -0,0 +1,43 @@
#ifndef __INPUT_HPP_
#define __INPUT_HPP_
#include "renderer.hpp"
#include "state.hpp"
class InputHandler {
public:
StateManager &state;
Renderer &renderer;
int hov_x;
int hov_y;
int sel_x;
int sel_y;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
public:
InputHandler(StateManager &state, Renderer &renderer)
: state(state), renderer(renderer), hov_x(-1), hov_y(-1), sel_x(-1),
sel_y(-1), has_block_add_xy(false), block_add_x(-1), block_add_y(-1) {}
InputHandler(const InputHandler &copy) = delete;
InputHandler &operator=(const InputHandler &copy) = delete;
InputHandler(InputHandler &&move) = delete;
InputHandler &operator=(InputHandler &&move) = delete;
~InputHandler() {}
public:
auto HandleMouseHover() -> void;
auto HandleMouse() -> void;
auto HandleKeys() -> void;
auto HandleInput() -> void;
};
#endif

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@ -1,6 +1,8 @@
#ifndef __MASS_SPRINGS_HPP_
#define __MASS_SPRINGS_HPP_
#include "config.hpp"
#include "klotski.hpp"
#include <raylib.h>
#include <raymath.h>
#include <string>
@ -97,7 +99,7 @@ public:
std::unordered_map<std::string, Spring> springs;
public:
MassSpringSystem() : last_build(1000) {};
MassSpringSystem() : last_build(REPULSION_GRID_REFRESH) {};
MassSpringSystem(const MassSpringSystem &copy) = delete;
MassSpringSystem &operator=(const MassSpringSystem &copy) = delete;
@ -110,14 +112,13 @@ private:
auto BuildGrid() -> void;
public:
auto AddMass(float mass, Vector3 position, bool fixed,
const std::string &state) -> void;
auto AddMass(float mass, Vector3 position, bool fixed, const State &state)
-> void;
auto GetMass(const std::string &state) -> Mass &;
auto GetMass(const State &state) -> Mass &;
auto AddSpring(const std::string &massA, const std::string &massB,
float spring_constant, float dampening_constant,
float rest_length) -> void;
auto AddSpring(const State &massA, const State &massB, float spring_constant,
float dampening_constant, float rest_length) -> void;
auto Clear() -> void;
@ -130,6 +131,8 @@ public:
auto EulerUpdate(float delta_time) -> void;
auto VerletUpdate(float delta_time) -> void;
auto InvalidateGrid() -> void;
};
#endif

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@ -1,5 +1,5 @@
#ifndef __STATES_HPP_
#define __STATES_HPP_
#ifndef __PRESETS_HPP_
#define __PRESETS_HPP_
#include <functional>
#include <vector>
@ -200,13 +200,13 @@ inline auto state_new_century_wc(const State &state) -> bool {
return state.state == "F4x5:21......1121..12bb..12........12111111..";
}
std::vector<StateGenerator> generators{
static std::vector<StateGenerator> generators{
state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r,
state_complex_2r, state_complex_3r, state_complex_4f, state_complex_5r,
state_complex_6r, state_klotski, state_century, state_super_century,
state_new_century};
std::vector<WinCondition> win_conditions{
static std::vector<WinCondition> win_conditions{
state_simple_1r_wc, state_simple_2r_wc, state_simple_3r_wc,
state_complex_1r_wc, state_complex_2r_wc, state_complex_3r_wc,
state_complex_4f_wc, state_complex_5r_wc, state_complex_6r_wc,

View File

@ -48,7 +48,6 @@ private:
RenderTexture render_target;
RenderTexture klotski_target;
RenderTexture menu_target;
std::unordered_set<State> winning_states;
public:
bool mark_solutions;
@ -77,26 +76,22 @@ public:
}
public:
auto UpdateWinningStates(const MassSpringSystem &masssprings,
const WinCondition win_condition) -> void;
auto AddWinningState(const State &state, const WinCondition win_condition)
-> void;
auto UpdateCamera(const MassSpringSystem &masssprings, const State &current)
-> void;
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const MassSpringSystem &masssprings,
const State &current) -> void;
const State &current,
const std::unordered_set<State> &winning_states) -> void;
auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y, int block_add_x, int block_add_y,
const WinCondition win_condition) -> void;
auto DrawMenu(const MassSpringSystem &masssprings, int current_preset,
const State &current_state) -> void;
const State &current_state,
const std::unordered_set<State> &winning_states) -> void;
auto DrawTextures() -> void;
};

58
include/state.hpp Normal file
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@ -0,0 +1,58 @@
#ifndef __STATE_HPP_
#define __STATE_HPP_
#include "config.hpp"
#include "klotski.hpp"
#include "mass_springs.hpp"
#include "presets.hpp"
#include <raymath.h>
class StateManager {
public:
MassSpringSystem &mass_springs;
int current_preset;
State current_state;
State previous_state;
bool edited = false;
std::unordered_set<State> winning_states;
public:
StateManager(MassSpringSystem &mass_springs)
: mass_springs(mass_springs), current_preset(0),
current_state(generators[current_preset]()),
previous_state(current_state), edited(false) {
mass_springs.AddMass(MASS, Vector3Zero(), false, current_state);
}
StateManager(const StateManager &copy) = delete;
StateManager &operator=(const StateManager &copy) = delete;
StateManager(StateManager &&move) = delete;
StateManager &operator=(StateManager &&move) = delete;
~StateManager() {}
public:
auto LoadPreset(int preset) -> void;
auto ResetState() -> void;
auto PreviousPreset() -> void;
auto NextPreset() -> void;
auto FillGraph() -> void;
auto UpdateGraph() -> void;
auto ClearGraph() -> void;
auto FindWinningStates() -> void;
auto CurrentWinCondition() -> WinCondition;
};
#endif

169
src/input.cpp Normal file
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@ -0,0 +1,169 @@
#include <algorithm>
#include <raylib.h>
#include "config.hpp"
#include "input.hpp"
auto InputHandler::HandleMouseHover() -> void {
const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
int block_size = std::min(board_width / state.current_state.width,
board_height / state.current_state.height) -
2 * BLOCK_PADDING;
int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) *
state.current_state.width) /
2.0;
int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) *
state.current_state.height) /
2.0;
Vector2 m = GetMousePosition();
if (m.x < x_offset) {
hov_x = 100;
} else {
hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (m.y - MENU_HEIGHT < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
}
}
auto InputHandler::HandleMouse() -> void {
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
// If we clicked a block...
if (state.current_state.GetBlock(hov_x, hov_y).IsValid()) {
sel_x = hov_x;
sel_y = hov_y;
}
// If we clicked empty space...
else {
// Select a position
if (!has_block_add_xy) {
if (hov_x >= 0 && hov_x < state.current_state.width && hov_y >= 0 &&
hov_y < state.current_state.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
// If we have already selected a position
else {
int block_add_width = hov_x - block_add_x + 1;
int block_add_height = hov_y - block_add_y + 1;
if (block_add_width <= 0 || block_add_height <= 0) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
} else if (block_add_x >= 0 &&
block_add_x + block_add_width <= state.current_state.width &&
block_add_y >= 0 &&
block_add_y + block_add_height <=
state.current_state.height) {
bool success = state.current_state.AddBlock(
Block(block_add_x, block_add_y, block_add_width, block_add_height,
false));
if (success) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.ClearGraph();
state.edited = true;
}
}
}
}
} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
if (state.current_state.RemoveBlock(hov_x, hov_y)) {
state.ClearGraph();
state.edited = true;
} else if (has_block_add_xy) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
}
}
auto InputHandler::HandleKeys() -> void {
if (IsKeyPressed(KEY_W)) {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
} else if (IsKeyPressed(KEY_P)) {
std::cout << "State: " << state.current_state.state << std::endl;
Block sel = state.current_state.GetBlock(sel_x, sel_y);
int idx = state.current_state.GetIndex(sel.x, sel.y) - 5;
if (sel.IsValid()) {
std::cout << "Sel: " << state.current_state.state.substr(0, 5)
<< std::string(idx, '.') << sel.ToString()
<< std::string(state.current_state.state.length() - idx - 7,
'.')
<< std::endl;
}
} else if (IsKeyPressed(KEY_N)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.PreviousPreset();
} else if (IsKeyPressed(KEY_M)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.NextPreset();
} else if (IsKeyPressed(KEY_R)) {
state.ResetState();
} else if (IsKeyPressed(KEY_G)) {
state.FillGraph();
} else if (IsKeyPressed(KEY_C)) {
state.ClearGraph();
} else if (IsKeyPressed(KEY_I)) {
renderer.mark_solutions = !renderer.mark_solutions;
} else if (IsKeyPressed(KEY_O)) {
renderer.connect_solutions = !renderer.connect_solutions;
} else if (IsKeyPressed(KEY_F)) {
state.current_state.ToggleRestricted();
state.ClearGraph();
state.edited = true;
} else if (IsKeyPressed(KEY_T)) {
state.current_state.ToggleTarget(sel_x, sel_y);
state.ClearGraph();
state.edited = true;
} else if (IsKeyPressed(KEY_LEFT) && state.current_state.width > 1) {
state.current_state = state.current_state.RemoveColumn();
state.ClearGraph();
state.edited = true;
} else if (IsKeyPressed(KEY_RIGHT) && state.current_state.width < 9) {
state.current_state = state.current_state.AddColumn();
state.ClearGraph();
state.edited = true;
} else if (IsKeyPressed(KEY_UP) && state.current_state.height > 1) {
state.current_state = state.current_state.RemoveRow();
state.ClearGraph();
state.edited = true;
} else if (IsKeyPressed(KEY_DOWN) && state.current_state.height < 9) {
state.current_state = state.current_state.AddRow();
state.ClearGraph();
state.edited = true;
}
}
auto InputHandler::HandleInput() -> void {
HandleMouseHover();
HandleMouse();
HandleKeys();
}

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@ -3,10 +3,10 @@
#include <raymath.h>
#include "config.hpp"
#include "klotski.hpp"
#include "input.hpp"
#include "mass_springs.hpp"
#include "renderer.hpp"
#include "states.hpp"
#include "state.hpp"
#ifndef WEB
#include <omp.h>
@ -26,54 +26,11 @@
// - Click states to display them in the board
// - Find shortest path to any winning state and mark it in the graph
// - Also mark the next move along the path on the board
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State {
mass_springs.springs.clear();
mass_springs.masses.clear();
State s = generator();
mass_springs.AddMass(MASS, Vector3Zero(), false, s.state);
return s;
};
auto populate_masssprings(MassSpringSystem &mass_springs,
const State &current_state) -> void {
std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>
closure = current_state.Closure();
for (const auto &state : closure.first) {
Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
mass_springs.AddMass(MASS, pos, false, state);
}
for (const auto &[from, to] : closure.second) {
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
REST_LENGTH);
}
std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
<< mass_springs.springs.size() << " springs." << std::endl;
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.masses.begin())) *
mass_springs.masses.size()
<< " Bytes for masses." << std::endl;
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.springs.begin())) *
mass_springs.springs.size()
<< " Bytes for springs." << std::endl;
}
auto clear_masssprings(MassSpringSystem &masssprings,
const State &current_state) -> std::string {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
return current_state.state;
}
// TODO: Don't tie the simulation step resolution to the FPS (frametime)
// - This breaks the simulation on slower systems
// - Add a modifiable speed setting?
// - Clamp the frametime?
// - Use a fixed step size and control how often it runs per frame?
auto main(int argc, char *argv[]) -> int {
// if (argc < 2) {
@ -85,34 +42,21 @@ auto main(int argc, char *argv[]) -> int {
std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl;
#endif
// RayLib window setup
SetTraceLogLevel(LOG_ERROR);
// SetTargetFPS(60);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// Rendering configuration
// Game setup
Renderer renderer;
// Klotski configuration
int current_preset = 0;
MassSpringSystem masssprings;
State current_state = apply_state(masssprings, generators[current_preset]);
MassSpringSystem mass_springs;
StateManager state = StateManager(mass_springs);
InputHandler input = InputHandler(state, renderer);
// Game loop
float frametime;
bool edited = false;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
int hov_x = 0;
int hov_y = 0;
int sel_x = 0;
int sel_y = 0;
#ifdef PRINT_TIMINGS
double last_print_time = GetTime();
std::chrono::duration<double, std::milli> physics_time_accumulator =
@ -122,186 +66,10 @@ auto main(int argc, char *argv[]) -> int {
int time_measure_count = 0;
#endif
while (!WindowShouldClose()) {
frametime = GetFrameTime();
std::string previous_state = current_state.state;
// Mouse handling
const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
const int board_height =
GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
int block_size = std::min(board_width / current_state.width,
board_height / current_state.height) -
2 * BLOCK_PADDING;
int x_offset =
(board_width - (block_size + 2 * BLOCK_PADDING) * current_state.width) /
2.0;
int y_offset = (board_height -
(block_size + 2 * BLOCK_PADDING) * current_state.height) /
2.0;
Vector2 m = GetMousePosition();
if (m.x < x_offset) {
hov_x = 100;
} else {
hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (m.y - MENU_HEIGHT < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
// If we clicked a block...
if (current_state.GetBlock(hov_x, hov_y).IsValid()) {
sel_x = hov_x;
sel_y = hov_y;
}
// If we clicked empty space...
else {
// Select a position
if (!has_block_add_xy) {
if (hov_x >= 0 && hov_x < current_state.width && hov_y >= 0 &&
hov_y < current_state.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
// If we have already selected a position
else {
int block_add_width = hov_x - block_add_x + 1;
int block_add_height = hov_y - block_add_y + 1;
if (block_add_width <= 0 || block_add_height <= 0) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
} else if (block_add_x >= 0 &&
block_add_x + block_add_width <= current_state.width &&
block_add_y >= 0 &&
block_add_y + block_add_height <= current_state.height) {
bool success = current_state.AddBlock(
Block(block_add_x, block_add_y, block_add_width,
block_add_height, false));
if (success) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
}
}
}
}
} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
if (current_state.RemoveBlock(hov_x, hov_y)) {
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (has_block_add_xy) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
}
// Key handling
if (IsKeyPressed(KEY_W)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
} else if (IsKeyPressed(KEY_P)) {
std::cout << "State: " << current_state.state << std::endl;
Block sel = current_state.GetBlock(sel_x, sel_y);
int idx = current_state.GetIndex(sel.x, sel.y) - 5;
if (sel.IsValid()) {
std::cout << "Sel: " << current_state.state.substr(0, 5)
<< std::string(idx, '.') << sel.ToString()
<< std::string(current_state.state.length() - idx - 7, '.')
<< std::endl;
}
} else if (IsKeyPressed(KEY_N)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
current_preset =
(generators.size() + current_preset - 1) % generators.size();
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
edited = false;
} else if (IsKeyPressed(KEY_M)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
current_preset = (current_preset + 1) % generators.size();
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
edited = false;
} else if (IsKeyPressed(KEY_R)) {
current_state = generators[current_preset]();
if (edited) {
// We also need to clear the graph, in case the state has been edited.
// Then the graph would contain states that are impossible.
previous_state = clear_masssprings(masssprings, current_state);
edited = false;
}
} else if (IsKeyPressed(KEY_G)) {
previous_state = clear_masssprings(masssprings, current_state);
populate_masssprings(masssprings, current_state);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_C)) {
previous_state = clear_masssprings(masssprings, current_state);
} else if (IsKeyPressed(KEY_I)) {
renderer.mark_solutions = !renderer.mark_solutions;
} else if (IsKeyPressed(KEY_O)) {
renderer.connect_solutions = !renderer.connect_solutions;
} else if (IsKeyPressed(KEY_F)) {
current_state.ToggleRestricted();
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (IsKeyPressed(KEY_T)) {
current_state.ToggleTarget(sel_x, sel_y);
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (IsKeyPressed(KEY_LEFT) && current_state.width > 1) {
current_state = current_state.RemoveColumn();
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (IsKeyPressed(KEY_RIGHT) && current_state.width < 9) {
current_state = current_state.AddColumn();
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (IsKeyPressed(KEY_UP) && current_state.height > 1) {
current_state = current_state.RemoveRow();
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (IsKeyPressed(KEY_DOWN) && current_state.height < 9) {
current_state = current_state.AddRow();
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
}
if (previous_state != current_state.state) {
masssprings.AddMass(
MASS,
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, current_state.state);
masssprings.AddSpring(current_state.state, previous_state,
SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH);
renderer.AddWinningState(current_state, win_conditions[current_preset]);
}
// Input update
state.previous_state = state.current_state;
input.HandleInput();
state.UpdateGraph();
// Physics update
#ifdef PRINT_TIMINGS
@ -309,13 +77,13 @@ auto main(int argc, char *argv[]) -> int {
std::chrono::high_resolution_clock::now();
#endif
for (int i = 0; i < UPDATES_PER_FRAME; ++i) {
masssprings.ClearForces();
masssprings.CalculateSpringForces();
masssprings.CalculateRepulsionForces();
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
#ifdef VERLET_UPDATE
masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED);
mass_springs.VerletUpdate(GetFrameTime() / UPDATES_PER_FRAME * SIM_SPEED);
#else
mass_springs.EulerUpdate(frametime * SIM_SPEED);
mass_springs.EulerUpdate(GetFrameTime() * SIM_SPEED);
#endif
}
#ifdef PRINT_TIMINGS
@ -329,12 +97,15 @@ auto main(int argc, char *argv[]) -> int {
std::chrono::high_resolution_clock::time_point rs =
std::chrono::high_resolution_clock::now();
#endif
renderer.UpdateCamera(masssprings, current_state);
renderer.UpdateCamera(mass_springs, state.current_state);
renderer.UpdateTextureSizes();
renderer.DrawMassSprings(masssprings, current_state);
renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y, block_add_x,
block_add_y, win_conditions[current_preset]);
renderer.DrawMenu(masssprings, current_preset, current_state);
renderer.DrawMassSprings(mass_springs, state.current_state,
state.winning_states);
renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
input.sel_x, input.sel_y, input.block_add_x,
input.block_add_y, state.CurrentWinCondition());
renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
state.winning_states);
renderer.DrawTextures();
#ifdef PRINT_TIMINGS
std::chrono::high_resolution_clock::time_point re =

View File

@ -77,26 +77,26 @@ auto Spring::CalculateSpringForce() const -> void {
}
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
const std::string &state) -> void {
if (!masses.contains(state)) {
masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
const State &state) -> void {
if (!masses.contains(state.state)) {
masses.insert(std::make_pair(state.state, Mass(mass, position, fixed)));
}
}
auto MassSpringSystem::GetMass(const std::string &state) -> Mass & {
return masses.at(state);
auto MassSpringSystem::GetMass(const State &state) -> Mass & {
return masses.at(state.state);
}
auto MassSpringSystem::AddSpring(const std::string &massA,
const std::string &massB,
auto MassSpringSystem::AddSpring(const State &massA, const State &massB,
float spring_constant,
float dampening_constant, float rest_length)
-> void {
std::string states;
if (std::hash<std::string>{}(massA) < std::hash<std::string>{}(massB)) {
states = std::format("{}{}", massA, massB);
if (std::hash<std::string>{}(massA.state) <
std::hash<std::string>{}(massB.state)) {
states = std::format("{}{}", massA.state, massB.state);
} else {
states = std::format("{}{}", massB, massA);
states = std::format("{}{}", massB.state, massA.state);
}
if (!springs.contains(states)) {
@ -109,6 +109,7 @@ auto MassSpringSystem::AddSpring(const std::string &massA,
auto MassSpringSystem::Clear() -> void {
masses.clear();
springs.clear();
InvalidateGrid();
}
auto MassSpringSystem::ClearForces() -> void {
@ -216,21 +217,6 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
mass->force = Vector3Add(mass->force, force);
}
// Old method
// for (auto &[state, mass] : masses) {
// for (auto &[s, m] : masses) {
// Vector3 dx = Vector3Subtract(mass.position, m.position);
//
// // This can be accelerated with a spatial data structure
// if (Vector3Length(dx) >= 3 * REST_LENGTH) {
// continue;
// }
//
// mass.force = Vector3Add(
// mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
// }
// }
}
auto MassSpringSystem::EulerUpdate(float delta_time) -> void {
@ -245,3 +231,12 @@ auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
mass.VerletUpdate(delta_time);
}
}
auto MassSpringSystem::InvalidateGrid() -> void {
mass_vec.clear();
indices.clear();
cell_ids.clear();
last_build = REPULSION_GRID_REFRESH;
last_masses_count = 0;
last_springs_count = 0;
}

View File

@ -3,6 +3,7 @@
#include <format>
#include <raylib.h>
#include <raymath.h>
#include <unordered_set>
#include "config.hpp"
#include "klotski.hpp"
@ -87,27 +88,6 @@ auto OrbitCamera3D::Update(const Mass &current_mass) -> void {
camera.target = target;
}
auto Renderer::UpdateWinningStates(const MassSpringSystem &masssprings,
const WinCondition win_condition) -> void {
winning_states.clear();
winning_states.reserve(masssprings.masses.size());
for (const auto &[state, mass] : masssprings.masses) {
if (win_condition(state)) {
winning_states.insert(state);
}
}
std::cout << "Found " << winning_states.size() << " winning states."
<< std::endl;
}
auto Renderer::AddWinningState(const State &state,
const WinCondition win_condition) -> void {
if (win_condition(state)) {
winning_states.insert(state);
}
}
auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
const State &current) -> void {
const Mass &c = masssprings.masses.at(current.state);
@ -132,7 +112,9 @@ auto Renderer::UpdateTextureSizes() -> void {
}
auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
const State &current) -> void {
const State &current,
const std::unordered_set<State> &winning_states)
-> void {
BeginTextureMode(render_target);
ClearBackground(RAYWHITE);
@ -260,7 +242,9 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
}
auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset,
const State &current_state) -> void {
const State &current_state,
const std::unordered_set<State> &winning_states)
-> void {
BeginTextureMode(menu_target);
ClearBackground(RAYWHITE);

106
src/state.cpp Normal file
View File

@ -0,0 +1,106 @@
#include "state.hpp"
#include "presets.hpp"
#include <raymath.h>
auto StateManager::LoadPreset(int preset) -> void {
current_state = generators[preset]();
previous_state = current_state;
ClearGraph();
current_preset = preset;
edited = false;
}
auto StateManager::ResetState() -> void {
current_state = generators[current_preset]();
previous_state = current_state;
if (edited) {
// We also need to clear the graph, in case the state has been edited.
// Then the graph would contain states that are impossible to reach.
ClearGraph();
edited = false;
}
}
auto StateManager::PreviousPreset() -> void {
LoadPreset((generators.size() + current_preset - 1) % generators.size());
}
auto StateManager::NextPreset() -> void {
LoadPreset((current_preset + 1) % generators.size());
}
auto StateManager::FillGraph() -> void {
ClearGraph();
std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>
closure = current_state.Closure();
for (const auto &state : closure.first) {
// TODO: Insert masses in the spring loop and choose the position based on
// the existing mass
Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
mass_springs.AddMass(MASS, pos, false, state);
}
for (const auto &[from, to] : closure.second) {
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
REST_LENGTH);
}
std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
<< mass_springs.springs.size() << " springs." << std::endl;
FindWinningStates();
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.masses.begin())) *
mass_springs.masses.size()
<< " Bytes for masses." << std::endl;
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.springs.begin())) *
mass_springs.springs.size()
<< " Bytes for springs." << std::endl;
}
auto StateManager::UpdateGraph() -> void {
if (previous_state != current_state.state) {
mass_springs.AddMass(
MASS,
// TODO: Add beside previous_state
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, current_state.state);
mass_springs.AddSpring(current_state.state, previous_state, SPRING_CONSTANT,
DAMPENING_CONSTANT, REST_LENGTH);
if (win_conditions[current_preset](current_state)) {
winning_states.insert(current_state);
}
}
}
auto StateManager::ClearGraph() -> void {
winning_states.clear();
mass_springs.Clear();
mass_springs.AddMass(MASS, Vector3Zero(), false, current_state);
// The previous_state is no longer in the graph
previous_state = current_state;
}
auto StateManager::FindWinningStates() -> void {
winning_states.clear();
for (const auto &[state, mass] : mass_springs.masses) {
if (win_conditions[current_preset](state)) {
winning_states.insert(state);
}
}
std::cout << "Found " << winning_states.size() << " winning states."
<< std::endl;
}
auto StateManager::CurrentWinCondition() -> WinCondition {
return win_conditions[current_preset];
}